View Full Version : Merg:Monster Hunter

10 October 2006, 06:12 AM

Merg is an explorer and monster hunter. Hunting small and exotic game, he prefers to capture beasts alive. His species originating from a high density world he stands at 3' tall!:D

I made the organic base in mud- I have a higher detail version which I am still working on, but I have been building his equipment in max. I plan to make his weapon soon, and a captured specimen for his jar.

I hope I finish this one:(

10 October 2006, 09:36 AM
very inspiring character and great execuion. He looks like a combination of that duke from dune and the baby from shiny's "messiah" --> fantastic concept.
Can't wait to see him finished.

10 October 2006, 09:50 AM
great work, I like the sculpting on the stomach

Can you please post your low res version when you get it completed?

I am interested to see how you go about modeling the low res to capture all the detail in your high res.

Do you bake your normal map in one go or do you break up your model and bake it in sections?

10 October 2006, 09:52 AM
Yay, more cool characters. You good sir, kick ass. Somehow the first thought i got into my head was Bioshock.

Ps: I hope you finish it too. We might chase you down if you dont.

10 October 2006, 11:57 AM
Hehe that's groovy!

10 October 2006, 05:14 PM
Great work as always. I have to say he reminds me of Kuato from Total Recal:

Mmmmm disgusting.

10 October 2006, 06:20 PM
you think youre a little giger^^

10 October 2006, 06:25 PM
Nice Tim... loving the detail.

Stomach area looks great... though not too sure what it is: scar/tissue/teeth?

Great work. keen to seeing it textured.


10 October 2006, 05:09 AM
I love that little guy! Coming along great -- look forward to seeing it develop.

10 October 2006, 06:57 AM
Love it, you gotta finish this one

10 October 2006, 12:55 PM
hey tim!

-i like the design of this model. his head does have some sesemblance to kuato, but i don't think that's a bad thing.
actually don't have any crits, just waiting for your next update.

edit: -i remember when i saw your avatar model, i was really amazed. great one.


10 October 2006, 02:21 PM
Wow! Ugly ... but very well done ;) :thumbsup:
will you texture this version? or use it to generate normal map on a low rez only?

10 October 2006, 11:27 PM
Thanks all ! I have a little update

I plan on texturing the low version :)

I like to add a reasonable amount of detail to the mesh but I always add more to the final version through crazybump/nvidia filter. Some things are just faster to do that way!

10 October 2006, 11:47 PM
Top notch as always! :thumbsup:

10 October 2006, 03:48 AM
Haha awesome Tim! :D

10 October 2006, 06:35 AM
That's friggin awesome. Does he use that mouth in his stomach for anything, or is it more like piercings where he takes the teeth of an animal he's hunted and pierced them into his stomach?

10 October 2006, 02:48 PM
hey tim!

that last update, looks awesome. can't wait to see it with textures (notch, notch) .


10 October 2006, 05:33 PM

heres my paintover on the concept..

Thanks guys
Guy In Rubber Suit- stomach mouth - for digesting things to large to swallow :)

10 October 2006, 09:12 PM
hah i like it, very nice

10 October 2006, 05:22 AM
Thanks Jeeso:scream:

10 October 2006, 09:56 AM
Awesome work, will look amazing when done, i also thought about Total Recall when i saw his face :p
Keep up the good work!

11 November 2006, 05:09 AM
quato lives? :D

super slow progress, he is normal mapped and I wip' a diffuse up. I'm thinking of throwing this stuff together in a workflow tutorial when I am done. Not trying to explain how I do things(move this vertex or that one etc), but maybe discuss the decision making process and the stage of his development.
Currently I am planning to make him a realtime shader through a max plugin available at

Shaderfx is shaping up to be a very powerful node based shader creation tool, easily comparable to Unreal Ed's material editor in terms of ease of use and flexibility/power!

11 November 2006, 08:18 AM
hey tim!

-atleast there is progress... and it looks good, too.
looking forward for your next wip.


11 November 2006, 10:30 AM
I'm thinking of throwing this stuff together in a workflow tutorial when I am done. Not trying to explain how I do things(move this vertex or that one etc), but maybe discuss the decision making process and the stage of his development.

YES PLEASE:bounce:

11 November 2006, 02:02 PM
YES PLEASE:bounce:


11 November 2006, 02:11 PM
Yes please

11 November 2006, 05:31 PM
Another great piece work, all i can say is ..... Continue :buttrock:

11 November 2006, 06:42 PM
Shaderfx is shaping up to be a very powerful node based shader creation tool, easily comparable to Unreal Ed's material editor in terms of ease of use and flexibility/power!

Any idea when it will be released? I see they won't be relaseing a public beta as it's apparently almost complete. It seems like Ben Cloward is behind the project...

Looks really promising as I need a decent shader for a few projects.


11 November 2006, 02:53 PM
I like that whatever he eats it's in his stomach instantly. This little fellow has to digest fast ;)
Also it appears he's a redneck, or does he drive around in a General Lee :)?
He looks really good so far, maybe add some blood to the teeth in his stomache?
Or maybe add some leftovers of whatever he ate, I highly doubt he flosses his belly :D

11 November 2006, 06:05 PM
oh great

very interesting character
I like your work

good luck for next

12 December 2006, 01:36 AM

Time is short :O

12 December 2006, 01:45 AM
somehow the head of this "freack" reminds me the mutant (dont remember the name) that was the boss in the movie Total Recall.
you know ? the one that pop up from the stomach of a men. :)

12 December 2006, 09:15 AM

Open your Miiiiiiiiiiiiiiiiiiiiiiiiiinnndd

01 January 2007, 02:01 AM
quato got legs after a successful operation to remove him from his conjoined twin!

01 January 2007, 02:17 AM
awesome Tim ! I really dig this little monster :)

could you explain how did you manage to extract the normal map from the lowpoly ... I mean did you use mudbox or xnormal ... ? may be you could share your settings ...

oh and it will be cool if you could show the wireframe of the lowpoly.

01 January 2007, 04:09 PM

I'm loving that little guy, he looks sweet. I'm not sure about the orage canister though. It looks really cartoonish compared to the rest of him. But... how do you apply normal maps to characters? Or well what I mean is... when you do the normal mapping in Mudbox or whatever, how do you apply it to the base mesh so its correct? I really need/want/should learn how to do this, since i will have to know when i get out into the industry after college. I dont know if we are learning normal mapping in college. We sort of did in a modeling class, but nothing really in depth at all.

01 January 2007, 05:02 PM
This little critter is awesome I enjoy all the design aspects that push who he is and what his life consists of. Seems like everyone is pretty interested in seeing how he came to look so cool. Any chance we could catch a wire frame/ etc of this fellah to gain a kind of an understanding of the process?


01 January 2007, 07:04 PM
I posted a few final images in the stills section;

collings, I used a trial version of max 9 to render the normal maps :D I wanted to test out how it handled increased polycounts so imported my meshes from mudbox and rendered the normal maps in there.
Kickflipkid687, the main thing to be concerned with is making sure you low poly mesh and your high mesh lineup, that you have good uv co'ordinates on the lowpoly mesh and that you use suitable ray casting settings (projection from low to high).
MindTraveler, sure I know things are going to get busy for me this month, but I do want to try and put together a little walk through of the process. So I will post some wireframe's and hopefully explain the workflow I went through. :)
If you have further questions I'd apprecaite it if you post them in the other thread as it will be harder for me to keep track of both :D

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